﻿Shader "PUEX/color_mask" {
	SubShader {
		Tags { "Queue"="Geometry-10" "IgnoreProjector"="True" "RenderType"="Opaque" "DisableBatching"="True"}
		LOD 100
		Blend Off
		Cull Back
		ZWrite On
		ColorMask 0
		
		Pass {
			CGPROGRAM
			#pragma vertex vert
	 		#pragma fragment frag
			
			#include "UnityCG.cginc"

			sampler2D _MainTex;

			struct appdata_t {
				float4 vertex : POSITION;
			};
	        
			struct v2f_t {
				float4 vertex : SV_POSITION;
			};
	        
	        v2f_t vert(appdata_t v) {
	            v2f_t o;
	            o.vertex = mul(UNITY_MATRIX_MVP, v.vertex);
	            return o;
	        }
	        
	        fixed4 frag(v2f_t i) : SV_Target {
	            return fixed4(1, 1, 1, 1);
	        }
			ENDCG
		}
	} 
}
